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Lazurite-Infused Stone Golem

This creature did not include a description.

Recall Knowledge - Construct (Arcana, Crafting): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Lazurite-Infused Stone GolemCreature 13

Legacy Content

Rare N Large Construct Golem Mindless 
Source Pathfinder #148: Fires of the Haunted City pg. 45
Perception +24
Skills Athletics +30
Str +8, Dex -1, Con +5, Int -5, Wis +0, Cha -5
AC 35; Fort +27, Ref +21, Will +22
HP 215; Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious
Golem Antimagic harmed by cold and positive (5d10, 2d8 from areas and persistent damage); healed by negative (area 2d8 HP); slowed by earthNecrotic Field (aura, divine, necromancy) 30 feet. Positive energy effects within the golem's necrotic field deal only half their normal damage. Additionally, all undead within its aura deal an additional 1d6 negative damage with their natural attacks.Vulnerable to Stone to Flesh a stone to flesh spell negates the golem's antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately.
Speed 20 feet
Melee [one-action] fist +28 [+23/+18] (magical, reach 10 feet), Damage 2d10+2+11 bludgeoning plus 2d6 negativeInexorable March [one-action] The golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can bar the way by succeeding at a DC 38 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it takes damage equal to that dealt by the golem's fist Strike.Necrotic Affliction [reaction] (necromancy) Trigger The golem hits a slowed creature. Effect The creature must succeed at a DC 36 Fortitude save or become drained 1 (or drained 2 on a critical failure) as the golem's lazurite leeches vital energies and causes wounds to rot.Necrotic Pulse [one-action] (arcane, concentrate, disease, necromancy, negative) Each creature in a 10-foot emanation must succeed at a DC 34 Fortitude save or take 1d6 persistent necrotic damage and be slowed 1 for 1 minute as their flesh and bones temporarily atrophy. The golem can't use Necrotic Pulse again for 1d4 rounds.